public class WeaponUpdate extends InfoMessage implements IWorldEvent, IWorldChangeEvent
| Modifier and Type | Field and Description |
|---|---|
protected UnrealId |
Id
Unique Id of the weapon, based on the inventory weapon's
name (this is different from the Id of the weapon that can
be picked up in the map).
|
protected String |
InventoryType
Class of the weapon in the inventory.
|
protected int |
PrimaryAmmo
Holding primary ammo of the old weapon (that was changed).
|
static String |
PROTOTYPE
Example how the message looks like - used during parser tests.
|
protected int |
SecondaryAmmo
Holding secondary ammo of the old weapon (that was changed)
|
protected long |
SimTime |
| Constructor and Description |
|---|
WeaponUpdate()
Parameter-less contructor for the message.
|
WeaponUpdate(UnrealId Id,
int PrimaryAmmo,
int SecondaryAmmo,
String InventoryType)
Creates new instance of the message WeaponUpdate.
|
WeaponUpdate(WeaponUpdate original)
Cloning constructor from the full message.
|
| Modifier and Type | Method and Description |
|---|---|
UnrealId |
getId()
Unique Id of the weapon, based on the inventory weapon's
name (this is different from the Id of the weapon that can
be picked up in the map).
|
String |
getInventoryType()
Class of the weapon in the inventory.
|
int |
getPrimaryAmmo()
Holding primary ammo of the old weapon (that was changed).
|
int |
getSecondaryAmmo()
Holding secondary ammo of the old weapon (that was changed)
|
long |
getSimTime()
Simulation time in MILLI SECONDS !!!
|
protected void |
setSimTime(long SimTime)
Used by Yylex to slip correct time of the object or programmatically.
|
String |
toHtmlString() |
String |
toJsonLiteral() |
String |
toString() |
public static final String PROTOTYPE
protected long SimTime
protected UnrealId Id
protected int PrimaryAmmo
protected int SecondaryAmmo
protected String InventoryType
public WeaponUpdate()
public WeaponUpdate(UnrealId Id, int PrimaryAmmo, int SecondaryAmmo, String InventoryType)
Id - Unique Id of the weapon, based on the inventory weapon's
name (this is different from the Id of the weapon that can
be picked up in the map).PrimaryAmmo - Holding primary ammo of the old weapon (that was changed).SecondaryAmmo - Holding secondary ammo of the old weapon (that was changed)InventoryType - Class of the weapon in the inventory. Matches InventoryType in the item class (ITC) message.public WeaponUpdate(WeaponUpdate original)
original - public long getSimTime()
getSimTime in interface IWorldChangeEventgetSimTime in interface IWorldEventprotected void setSimTime(long SimTime)
public UnrealId getId()
public int getPrimaryAmmo()
public int getSecondaryAmmo()
public String getInventoryType()
public String toString()
toString in class InfoMessagepublic String toHtmlString()
public String toJsonLiteral()
toJsonLiteral in class InfoMessageCopyright © 2012 AMIS research group, Faculty of Mathematics and Physics, Charles University in Prague, Czech Republic. All Rights Reserved.